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In-game picture of the storefront of the shop on the first day from Supermarket Simulator, used to illustrate The road traffic and its signals.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Vehicles · Supermarket Simulator · read from a local copy

The road traffic and its signals

Traffic follows waypoints that carry data of their own, with a navigator that works along them.

The street outside the shop has traffic of its own: it follows waypoints and reports when one is reached, vehicles change lanes, the signals report their own state, and the game ships the road signs the traffic obeys.

What the game establishes

In play

The traffic follows a route rather than wandering. It runs on waypoints, each with data of its own, and a navigator that works along them, which is why the vehicles on the street keep to a path instead of drifting across the road.

A waypoint can report that it has been reached. That is how the game knows a vehicle has passed a point on its route rather than only where it is at this moment.

Vehicles change lanes as part of following that route, so a car can move across the road without the street being rebuilt around it.

The street's signals report their own state. A traffic light announces when it has changed, so what the traffic does can follow the lights rather than the lights being decoration.

The street behaves as one system rather than as cars that happen to be near each other: the traffic is held together by a manager and a holder of its own.

The street is accounted for rather than guessed at. A car belongs to a type, the game keeps a pool of them instead of building one each time, and a car appearing is announced while vehicles report being added and removed.

A car carries lights of its own, with a second version of that part, so the traffic's lights are a thing the vehicles have rather than only something on the street.

The signals have more than a state. There is a behaviour and a colour set for the lights of the street, and the traffic keeps options of its own, which is why the same signals can be set up differently.

The street exists in a shared form as well as a local one, so the traffic can be kept in step when a shop is played with other people.

Crossings and junctions are separated. A pedestrian crossing and an intersection each have signal data of their own, so the lights of the street are set up place by place rather than all at once.

A light can hold a route as well as show a colour. There are lights that stop waypoints, which is how a signal makes the traffic wait rather than merely being looked at.

The game ships the signage the street obeys. Its own textures include a sheet of road signs and a traffic barrier, and the picture beside this entry is that sign sheet.

What this entry does not tell you: how many vehicles the street holds, how fast they move, or whether anyone crosses at the lights. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).